skip to main content
10.1145/3125571.3125596acmotherconferencesArticle/Chapter ViewAbstractPublication PageschitalyConference Proceedingsconference-collections
research-article

Experimenting with PlayVR, a virtual reality experience for the world of theater

Published:18 September 2017Publication History

ABSTRACT

This paper describes the experimentation with the users of PlayVR, an educational experience focused on the world of theater and based on the use of virtual reality. The PlayVR project explores several dimensions of this domain, corresponding to different levels of cognitive and emotional involvement: from the simple tour through the locations of a well-known Italian theater to the possibility of exploring the different sceneries and to interact with the characters of a play. The two exploratory studies presented in this paper have been focused on engagement, embodiment and presence, which are fundamental for the definition of a VR experience targeted to the world of theater. The results of the studies gave experimental confirmation of what is available in literature, but gave also suggestions for the exploration of novel research issues. Overall, they were very useful for the future development of PlayVR, guiding the choice through the different design solutions and also the often contrasting technology options available for virtual reality.

References

  1. Carmelo Ardito, Maria Francesca Costabile, and Hans-Christian Jetter. 2014. Gestures that people can understand and use. Journal of Visual Languages & Computing 25, 5 (2014), 572--576. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Olaf Blanke and Thomas Metzinger. 2009. Full-body Illusions and Minimal Phenomenal Selfhood. Trends in Cognitive Sciences 13, 1 (2009), 7--13.Google ScholarGoogle ScholarCross RefCross Ref
  3. Doug A. Bowman, Ernst Kruijff, Joseph J. LaViola, and Ivan Poupyrev. 2004. 3D User Interfaces: Theory and Practice. Addison Wesley Longman Publishing Co., Inc., Redwood City, CA, USA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Dong Hwa Choi, Amber Dailey-Hebert, and Judi Simmons Estes (Eds.). 2016. Emerging Tools and Applications of Virtual Reality in Education. IGI Global, Hershey, PA, USA.Google ScholarGoogle Scholar
  5. Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A. DeFanti. 1993. Surround-screen Projection-based Virtual Reality: The Design and Implementation of the CAVE. In Proceedings of the 20th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '93). ACM, New York, NY, USA, 135--142. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Erika Fischer-Lichte. 2008. The Transformative Power of Performance. Routledge.Google ScholarGoogle Scholar
  7. Myo gesture control armband. 2017. (2017). Retrieved July 24, 2017 from http://www.myo.comGoogle ScholarGoogle Scholar
  8. Hal Hodson. 2013. Leap Motion hacks show potential of new gesture tech. New Scientist 218, 2911 (2013), 21.Google ScholarGoogle Scholar
  9. HTC Vive. 2017. (2017). Retrieved July 24, 2017 from http://www.htcvive.comGoogle ScholarGoogle Scholar
  10. Charlene Jennett, Anna L. Cox, Paul Cairns, Samira Dhoparee, Andrew Epps, Tim Tijs, and Alison Walton. 2008. Measuring and defining the experience of immersion in games. International Journal of Human-Computer Studies 66, 9 (2008), 641--661. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Maria Karam and M. C. Schraefel. 2005. A Taxonomy of Gestures in Human Computer Interactions. Project Report. University of Southampton. https://eprints.soton.ac.uk/261149/Google ScholarGoogle Scholar
  12. Konstantina Kilteni, Raphaela Groten, and Mel Slater. 2012. The Sense of Embodiment in Virtual Reality. Presence: Teleoperators and Virtual Environments 21, 4 (2012), 373--387.Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Kinstner, Zach. last retrieved 10-6-2017. Hovercast UI Kit. https://github.com/aestheticinteractive/Hover-UI-Kit. (last retrieved 10-6-2017).Google ScholarGoogle Scholar
  14. J.-F. Lapointe, P. Savard, and N.G. Vinson. 2011. A comparative study of four input devices for desktop virtual walkthroughs. Computers in Human Behavior 27, 6 (2011), 2186 - 2191. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Leap Motion. 2017. (2017). Retrieved July 24, 2017 from http://www.leapmotion.comGoogle ScholarGoogle Scholar
  16. Heather L. O'Brien and Elaine G. Toms. 2010. The development and evaluation of a survey to measure user engagement. Journal of the American Society for Information Science and Technology 61, 1 (2010), 50--69. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Oculus Rift. 2017. (2017). Retrieved July 24, 2017 from http://www.oculus.comGoogle ScholarGoogle Scholar
  18. Fabio Pittarello and Eugenio Franchin. 2016. PlayVR: A VR Experience for the World of Theater. In Proceedings of the International Working Conference on Advanced Visual Interfaces (AVI '16). ACM, New York, NY, USA, 338--339. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. PlayStation VR. 2017. (2017). Retrieved July 24, 2017 from https://www.playstation.com/en-us/explore/playstation-vr/Google ScholarGoogle Scholar
  20. Mel Slater. 2009. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society of London B: Biological Sciences 364, 1535 (2009), 3549--3557.Google ScholarGoogle ScholarCross RefCross Ref
  21. Unity 3D. 2017. (2017). Retrieved July 24, 2017 from http://unity3d.comGoogle ScholarGoogle Scholar
  22. Virtuix Omni. 2017. (2017). Retrieved July 24, 2017 from http://www.virtuix.comGoogle ScholarGoogle Scholar
  23. Z. Zhang. 2012. Microsoft Kinect Sensor and Its Effect. IEEE MultiMedia 19, 2 (Feb 2012), 4--10. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Experimenting with PlayVR, a virtual reality experience for the world of theater

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Other conferences
          CHItaly '17: Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter
          September 2017
          216 pages
          ISBN:9781450352376
          DOI:10.1145/3125571

          Copyright © 2017 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 18 September 2017

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article
          • Research
          • Refereed limited

          Acceptance Rates

          CHItaly '17 Paper Acceptance Rate26of77submissions,34%Overall Acceptance Rate109of242submissions,45%

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader